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3D Simplification Methods and Large Scale Terrain Tiling

机译:3D简化方法和大规模地形平铺

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This paper tackles the problem of generating world-scale multi-resolution triangulated irregular networks optimized for web-based visualization. Starting with a large-scale high-resolution regularly gridded terrain, we create a pyramid of triangulated irregular networks representing distinct levels of detail, where each level of detail is composed of small tiles of a fixed size. The main contribution of this paper is to redefine three different state-of-the-art 3D simplification methods to efficiently work at the tile level, thus rendering the process highly parallelizable. These modifications focus on the restriction of maintaining the vertices on the border edges of a tile that is coincident with its neighbors, at the same level of detail. We define these restrictions on the three different types of simplification algorithms (greedy insertion, edge-collapse simplification, and point set simplification); each of which imposes different assumptions on the input data. We implement at least one representative method of each type and compare both qualitatively and quantitatively on a large-scale dataset covering the European area at a resolution of 1/16 of an arc minute in the context of the European Marine Observations Data network (EMODnet) Bathymetry project. The results show that, although the simplification method designed for elevation data attains the best results in terms of mean error with respect to the original terrain, the other, more generic state-of-the-art 3D simplification techniques create a comparable error while providing different complexities for the triangle meshes.
机译:本文解决了为基于Web的可视化优化的世界级多分辨率三角形不规则网络的问题解决了问题。从大规模的高分辨率定期包装的地形开始,我们创建了三角形的不规则网络的金字塔,代表​​了不同的细节水平,其中每个细节水平由固定尺寸的小瓷砖组成。本文的主要贡献是重新定义三种不同的最先进的3D简化方法,以便在瓷砖水平上有效地工作,从而使过程高度平行化。这些修改专注于限制维护与其邻居重合的瓷砖边缘上的顶点的限制,在相同的细节水平。我们在三种不同类型的简化算法上定义这些限制(贪婪插入,边缘折叠简化和点设置简化);每个每个对输入数据强加不同的假设。我们通过在欧洲海洋观测数据网络(EmoDnet)的背景下,在覆盖欧洲区域的大规模数据集上,在覆盖欧洲区域的大规模数据集中实现每种类型的至少一个代表性方法。沐浴术项目。结果表明,尽管设计用于高程数据的简化方法,但是在与原始地形相对于原始地形的平均误差方面获得最佳结果,但是,另一个更通用的3D简化技术在提供时创建了可比误差三角形网格的不同复杂性。

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